Archive for the ‘Merwin Mondesir’ Tag

“It’s hard to beat a derelict mental institution used in Dr. Mengele-like medical experiments for pure heart-warming joy.”
-Some guy in a straitjacket

The crew of a Ghost Hunters-esque TV show led by Lance Preston (Sean Rogerson) lock themselves into an abandoned mental hospital in Maryland to look for spooks. Will they find any? Three guesses.

He seems overly cheery about this.

Lance and his team, Sasha (Ashleigh Gryzko), Matt (Juan Riedinger), and T.C. (Merwin Mondesir) investigate paranormal activity. They look for legends and local rumors about long-abandoned abattoirs, orphanages, and schools and, armed with their Scooby-Doo starter kit—Geiger counter, ectoplasm detector, special hand-held tape recorder that picks up ghost chat, a metric shit-ton of cameras, and crappy walkie-talkies, our valiant ghost spotters, hunt for things that go bump in the night.

Pose away, Matt.

The foursome and their resident mystic, Houston (Mackenzie Gray), who looks like the middle-aged love child of Eric Roberts, Robert Davi, and Willem Dafoe, get a tour of the facility from the caretaker, Ken (Bob Rathie) complete with descriptions of the horrific treatment of the former inmates, the experimental surgeries performed, and the ghastly suicides of the poor tortured souls. Every new horror has the crew licking their lips and seeing ratings nirvana.

“Eat your heart out, Zak Bagans.”

To add to the general eeriness, Lance has Ken lock them into the asylum all night and promise to return in the morning. Great plan, Lance. Matt sets up the stationary cameras and they head out with a hand-held one to prowl the long hallways in search of spirits. At first, their trip is uneventful, but they persevere, consulting with Houston and checking the readings on their ghost gizmos. When the team are manhandled by invisible forces, they decide to pack it in and wait for Ken. Unfortunately, Ken doesn’t show and they’re stuck in a creepy insane asylum with a bunch of spooks.

Cozy

Directors, Colin Minihan and Stuart Ortiz (The Vicious Brothers), establish the appropriately sinister atmosphere early on. The dark hallways are full of doors, each leading to another filthy room bedecked in peeling paint, graffiti, and disused wheelchairs. Through subtle exposition we learn the team know little more than the terminology used in paranormal, um, science and that Houston is merely playing a part. There are quite a few jump scares and the found footage aspect comes off naturally.

“A little paint, a few throw pillows…it can work.”

I liked Grave Encounters. I’m not usually a huge fan of shaky-cam cinematography, but they pulled it off here. The cast of actors were new to me and did an effective job of making me like them and not want them to die horribly. They were also not soul-crushingly stupid. As the film progressed and emotions took over, they made some less-than-stellar decisions, but they were running away from disembodied asylum inmates with grudges, so they sort of have an excuse.

“Take your stinkin’ paws off me, you damn dirty inmates!”

I do wish these nutty ‘let’s stay overnight in the labyrinthine haunted house where police found 68 bodies skewered to the fenced-in part of the back garden’ folks would change it up just a bit. First, DRAW A FUCKING MAP! You’re in a place you’ve never seen before with a vast system of identical halls, empty rooms, staircases that go nowhere, and ghosts and it’s as dark as a coal mine at midnight. Leave a trail of breadcrumbs or something. Mark up the walls. Come on, guys, think! Second, bring a weapon. Carry a bat, a Maglite, a pointed stick, or some damn thing, and don’t, DO NOT drop the knife, bottle, or curtain rod the second after you use it to poke the evil spectral presence in the eye. You might need it again later.

Correct.

The main issue I have with Grave Encounters is the prologue. In the beginning of the film, a TV executive sitting in a production booth gives us a completely unnecessary introduction to the crew’s adventure. We don’t need it. The conversation among the protagonists explains it all without the tacked-on looking start, but the segment would make sense if it were bookended by an epilogue at the end. The abrupt ending with no explanation was unsatisfying. I get that some filmmakers want to withhold closure to amp up the sense of unease, or leave room for the sequel, but it left me with the same feeling I get when I get distracted and all the water drains out of the tub. Either do a scene at both ends or, if you must choose, do one at the end explaining how you got the film. Did kids, using the hospital as a place to party, find the equipment, watch the tapes, and turn them over to the police? Did criminals run across the pricey-looking stuff while dividing their loot after a hold-up, pawn it, get busted, and lead authorities back to the asylum? Did an apparition drop it off in the TV station mail slot? Enquiring minds want to know.